Loteria gaming system and method of operation

ABSTRACT

A method for controlling a game comprising randomly selecting a first set of four items from a second set of fourteen items using a processor. Randomly selecting a third set of four items from a fourth set of thirteen items using a processor. Randomly selecting a fifth set of four items from a sixth set of thirteen items using a processor. Randomly selecting a seventh set of four items from an eighth set of fourteen items using a processor. Generating a game card displaying the first set of four items, the third set of four items, the fifth set of four items and the seventh set of four items on a user display.

TECHNICAL FIELD

The present disclosure relates generally to gaming systems, and morespecifically to an online loteria gaming system and method of operation.

BACKGROUND OF THE INVENTION

Loteria is a traditional game that is similar to bingo. The loteria gamecard typically includes 16 playing spaces arranged in a 4 by 4 matrix,where each playing space includes one of 54 items. The items are alsoincluded in a deck of cards, and the cards are drawn and displayed tothe players, who mark the corresponding item if it appears on theplayer's card.

SUMMARY OF THE INVENTION

A method for controlling a game using a processor is provided. Themethod includes randomly selecting four items from a set of fourteenitems, such as to select a first column of items for a loteria tablaplaying card. A second set of four items is randomly selected from a setof thirteen items, such as to select a second column of items for theloteria playing card. A third set of four items is randomly selectedfrom a second set of thirteen items, such as to select a third column offour items for the loteria playing card, and a fourth set of four itemsis selected from a second set of fourteen items, such as to select afourth column of items for the loteria playing card. A game carddisplaying the first set of four items in a first column, the second setof four items in a second column, the third set of four items in a thirdcolumn and the fourth set of four items in a fourth column is generatedon a user display, to create a virtual loteria gaming card that includesadditional structure not present in existing loteria gaming cards.

Other systems, methods, features, and advantages of the presentdisclosure will be or become apparent to one with skill in the art uponexamination of the following drawings and detailed description. It isintended that all such additional systems, methods, features, andadvantages be included within this description, be within the scope ofthe present disclosure, and be protected by the accompanying claims.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

Aspects of the disclosure can be better understood with reference to thefollowing drawings. The components in the drawings are not necessarilyto scale, emphasis instead being placed upon clearly illustrating theprinciples of the present disclosure. Moreover, in the drawings, likereference numerals designate corresponding parts throughout the severalviews, and in which:

FIG. 1 is a diagram of a loteria game display in accordance with anexemplary embodiment of the present disclosure;

FIG. 2 is a diagram of an algorithm for controlling a game in accordancewith an exemplary embodiment of the present invention;

FIG. 3 is a diagram of a system for controlling a game in accordancewith an exemplary embodiment of the present invention; and

FIG. 4 is a diagram of an algorithm for controlling a game in accordancewith an exemplary embodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

In the description that follows, like parts are marked throughout thespecification and drawings with the same reference numerals. The drawingfigures might not be to scale and certain components can be shown ingeneralized or schematic form and identified by commercial designationsin the interest of clarity and conciseness.

FIG. 1 is a diagram of a loteria game display 100 in accordance with anexemplary embodiment of the present disclosure. Loteria game display 100provides an online gaming environment for playing a loteria game.

Loteria game display 100 can be generated using a web browser or othersuitable user display systems. In one exemplary embodiment, thecomponents of loteria game display 100 can be implemented as one or moreobjects, where each object has associated graphical properties, dataproperties and functional properties. Loteria game display 100 includesa virtual game card having 16 spaces 102 through 132, arranged in fourcolumns and four rows. Prior to the start of play, a user can select oneor more patterns for purchase. In one exemplary embodiment, apredetermined set of patterns can be provided to the user without anyadditional user selection, such as a four corner pattern, where the userwins the game when each of the four corners of the user's game card(such as spaces 102, 108, 126 and 132) are marked by the user aftervirtual cards having images that match the images shown in each of thefour spaces of the game card are drawn from a virtual deck during gameplay. In addition, the user can purchase additional patterns, such asvertical lines (such as spaces 102, 110, 118 and 126), horizontal lines(such as spaces 102, 104, 106 and 108), diagonal lines (such as spaces102, 112, 122 and 132), or four by four blocks or stamps (such as spaces102, 104, 110 and 112). In this manner, the user's odds of winning canbe increased by purchasing additional winning patterns. The user canselect patterns by interfacing with the game card display using one ormore user controls. In one exemplary embodiment, the user can use atouch screen control, a mouse, a stylus, voice commands or othersuitable controls to select or deselect the patterns that the user wouldlike to purchase, such as where each space has separate user selectioncontrols. As the user completes a pattern selection, the cost forpurchasing the selected patterns can be displayed in the patternpurchase control 140, which can then be selected by the user until apredetermined time, such as the start of the next game. In anotherexemplary embodiment, one or more preselected groups of patterns can bedisplayed and can be animated, such as to show the various patterns ineach group, or other suitable pattern selection functionality can alsoor alternatively be used. Pattern purchase control 140 can beimplemented as an object or objects having data, graphical and controlparameters, such as an object that interfaces with the patterns selectedon the object or objects of the player's game card display to recognizethe selected patterns, a pattern selection control (not specificallyshown), or in other suitable manners. In one exemplary embodiment,pattern purchase control 140 can generate one or more user-selectablecontrols that allow the user to cycle through patterns that areavailable for purchase, and can generate associated user displays thatshow the associated patterns.

At the start of play, the 16 spaces of the virtual game card can bepopulated with randomly selected images corresponding to 16 of 54possible items. In one exemplary embodiment, a relational database canbe used to store image data for each of the 54 items, sixteen randomnumbers between 1 and 54 can be generated and used to select the 16items and associated image data to be displayed in the user's game card.

In another exemplary embodiment, the 54 items can be grouped to beassociated with predetermined columns of the user's game card, such aswhere items 1 through 14 are associated with column 1, items 15 through27 are associated with column 2, items 28 through 40 are associated withcolumn 3, and items 41 through 54 are associated with column 4, suchthat the 4 items for each column of the game card are randomly selectedfrom the 13 or 14 available items for that column. In this manner, thedistribution of items within the spaces of the game card can be moreuniformly implemented.

After the start of play, virtual cards are randomly selected from thevirtual card deck of 54 virtual cards, where each virtual card displaysone of 54 items. In one exemplary embodiment, the deck of 54 cards canbe implemented as a relational database having a plurality of datafields for each card, such as a status data field that indicates whetherthe card has been played, an image data field containing a graphic imagefor that card, and other suitable data. For the first draw, a randomnumber between 1 and 54 can be generated, and the status data field forthe corresponding database entry can be updated to reflect that the cardhas been played. The image data associated with the database entry canthen be generated in current card display 138, so as to allow the userto determine whether the image displayed in current card display 138matches any of the images shown on the user's virtual game card. Theuser can then mark the matching image, such as by executing a graphicalcontrol associated with the corresponding space in the user's game card.In this exemplary embodiment, each space 102 through 132 of the user'sgame card can be implemented as separate object having data, functionsand graphical attributes, such as a graphical control that allows theuser to select the space by activating a touch screen interface at alocation corresponding to the space, by using a selector control of amouse or other cursor movement device, by using a stylus, a voicecommand or in other suitable manners. When the user has selected thespace to be marked, a verification procedure associated with the objectcan be activated to confirm that the image associated with the spacematches one of the cards that have been drawn. If the verificationprocedure determines that there is no match, then an error message canbe generated, the action by the user can be ignored or other suitableactions can be performed. If the verification procedure determines thata match exists, status data for the space can be updated to indicatethat the space has been marked, image data associated with the space canbe modified to graphically indicate that the space has been marked, orother suitable status changes can be implemented.

After a predetermined period of time, the next virtual card is drawn. Inone exemplary embodiment, the next card can be drawn even if the userhas not marked a space on the user's game card that matches the currentcard. In another exemplary embodiment, such as for a mobile game, theuser can select a control to cause the next card to be shown, the nextcard can be shown after the user marks a space on the user's game cardthat matches the current card, or other suitable processes can also oralternatively be used. The user can then mark the space on the user'sgame card that matches the next card. This process is repeated until theuser completes a pattern or the game ends, such as when one or moreother players have completed a pattern and activated a win control.

After four spaces have been marked in one of the patterns that the userhas purchased, the user can select win control 142. In one exemplaryembodiment, the user may have purchased a pattern for the four cornersof the game card, and after cards have been drawn with images that matchthe items in each of the four corners and the corners have been markedby the user, the user can activate the win control. If the useractivates win control 142 prior to completion of a pattern, the user canbe penalized, such as by “freezing” the user's card for a predeterminedperiod of time, by deducting time from a countdown clock, or in othersuitable manners. Likewise, if there is more than one winning patternpresent, then it can be determined whether the last space that wasmarked completed more than one pattern. In one exemplary embodiment, ifa user completes a pattern but does not activate win control 142 untilafter additional cards have been called and one or more additional spacehas been marked on the user's game card to complete a second pattern,then the first pattern can be ignored for the purpose of awarding ingame awards or for other purposes, or one of the two or more winningpatterns can be randomly selected for the purpose of awarding collectionitems. Likewise, if the user completes more than one pattern by markinga space with the most current drawn card, then the user can receive anin game award for all completed patterns, or other processes can be usedto award in game awards, as described further herein.

As described herein, an in game award can be a suitable incentive oraward for a player of the loteria game, such as additional experiencepoints, additional in game currency, additional collection items,additional power-up awards (as described herein), or other suitableincentives or awards. Likewise, other suitable awards can be provided,such as currency, where allowed by law. However, loteria game display102 can be used in conjunction with an online game that does not awardcurrency (but where currency can be used to purchase game cards,patterns, credits for use within the game or other suitable in gameitems), for an online game that awards both currency and non-currencyawards, an online game that awards only currency, or other suitableawards.

After a user has properly activated win control 142, a win can beawarded to the user. In one exemplary embodiment, the first user toproperly activate win control 142 can receive a first or highest prizeamount, with subsequent wins being awarded smaller prize amounts untilthe last prize amount has been awarded, at which point the gameterminates for all players. In another exemplary embodiment, apredetermined number of wins can be allocated for the game as a functionof the number of players. In this exemplary embodiment, one win can beallocated for every N players, where N is an integer greater than one,such that the number of wins that are available is determined by thenumber of players. Other suitable processes can also or alternatively beused.

When a player properly activates win control 142, in addition to anyprize amount, the user can also receive in game awards. In one exemplaryembodiment, the in game awards can include collection items that matchthe images shown in the marked spaces that form the winning pattern. Inthis exemplary embodiment, when a player collects a predetermined numberof collection items, the player can be awarded additional game featuresor awards, such as an experience multiplier, additional free games, orother suitable in game awards. The collection items can be tracked on auser display shown as history/profile 134, which can include a space foreach available card in the deck, where each space contains an image ofone of the cards in the deck. The images can initially be shown in“shadow” form with limited detail and color, and after a user is awardedone of the items, the image for that item can change to a full color,full feature image, so as to allow the user to readily ascertain whichcollection items the user has been awarded, or in other suitablemanners.

In addition to displaying collection items, history/profile 134 candisplay the cards that have been played during the game. In oneexemplary embodiment, history/profile 134 can display the collectionitems when a game is not in progress, and can display the cards thathave been played during a game while the game is in progress. In anotherexemplary embodiment, the user can toggle history/profile 134 duringplay to select the display of the collection items or the called cards,or can perform other suitable functions.

In another exemplary embodiment, a “power-up” in game award can beawarded when the user has marked a predetermined number of spaces. Inthis exemplary embodiment, the power-up can be activated by the userafter it has fully charged, such as after the predetermined number ofspaces have been marked. In another exemplary embodiment, in order toactivate the power-up, the user can be required to own one or morepower-up awards, such as by purchasing the power-up awards prior to thestart of the game, by winning the power-up awards, by receiving freepower-up awards for daily play, or in other suitable manners. After thepower-up is activated, a unique in game award can be awarded, such as anin game award that highlights one or more of the unmarked spaces on theuser's game card. When the highlighted space is subsequently marked, theuser can be awarded additional experience points, collection items orother suitable in game awards.

In operation, loteria game display 100 can be used in conjunction with aloteria gaming system to provide multi-player loteria gamingfunctionality, single player loteria gaming functionality or othersuitable functionality.

FIG. 2 is a diagram of an algorithm 200 for controlling a game inaccordance with an exemplary embodiment of the present invention.Algorithm 200 can be implemented in hardware or a suitable combinationof hardware and software, and can be one or more software systemsoperating on a general purpose processing platform.

As used herein, “hardware” can include a combination of discretecomponents, an integrated circuit, an application-specific integratedcircuit, a field programmable gate array, or other suitable hardware. Asused herein, “software” can include one or more objects, agents,threads, lines of code, subroutines, separate software applications, twoor more lines of code or other suitable software structures operating intwo or more software applications or on two or more processors, or othersuitable software structures. In one exemplary embodiment, software caninclude one or more lines of code or other suitable software structuresoperating in a general purpose software application, such as anoperating system, and one or more lines of code or other suitablesoftware structures operating in a specific purpose softwareapplication. As used herein, the term “couple” and its cognate terms,such as “couples” and “coupled,” can include a physical connection (suchas a copper conductor), a virtual connection (such as through randomlyassigned memory locations of a data memory device), a logical connection(such as through logical gates of a semiconducting device), othersuitable connections, or a suitable combination of such connections.

Algorithm 200 begins at 202, where a game card or “tabla” is displayed.In one exemplary embodiment, the tabla can be implemented as one or moreobjects having graphical attributes, data attributes and associatedfunctionality, and the user can instantiate the tabla object or objectsby selecting a suitable control, such as a graphic user interface promptto play a loteria game. In addition to the tabla, other suitable gamecontrols can also be generated in a graphic user interface, such as byexecuting a start-up sequence that executes a plurality of associateddisplay objects to generate loteria game display 100 or other suitableuser interfaces. The algorithm then proceeds to 204.

At 204, it is determined whether the user has selected one or morepatterns. In one exemplary embodiment, the tabla object or objects orother suitable objects can include one or more user-selectable controlsthat allow the user to select additional patterns for purchase, such aswhere the user can play the game with a first pattern for a base fee,and can purchase additional patterns for extra fees. In this exemplaryembodiment, the first pattern can be a “four corners” pattern, where theuser wins the game if matches are marked in the four corner spaces ofthe tabla, and additional patterns can include four spaces of the tablathat are in a horizontal row, a vertical row, a diagonal row, a squareof four spaces or other suitable patterns. In addition, as each extrapattern or group of patterns is selected by the user, the cost for theselected patterns can be displayed, and the user can deselect theselected patterns to reduce the cost. Likewise, the user can receive apredetermined number of in game credits each day that can be used toplay the loteria game, and can purchase additional credits to playadditional games. If it is determined that no additional patterns havebeen selected at 204, the algorithm proceeds to 210, otherwise thealgorithm proceeds to 206 where the selected patterns are received andprocessed, such as by setting one or more control data fields of thetabla object or objects or in other suitable manners. The algorithm thenproceeds to 208, where the cost for the selected patterns is displayed,such as to provide the user with a final notification of the cost. Thealgorithm then proceeds to 210.

At 210, it is determined whether the user has selected a purchasecontrol. If the user has not selected the purchase control, thealgorithm returns to 202, otherwise, the selected patterns arepurchased. In one exemplary embodiment, the cost for the selectedpatterns can be deducted from a user's account balance, and if thepurchase would result in a negative account balance, the user can beprompted with the option to purchase more credits or to perform othersuitable processes. After the patterns are purchased, the algorithmproceeds to 212.

At 212, items are selected for the tabla. In one exemplary embodiment,the items can be selected from a set of 54 available items thatcorrespond to virtual cards that may be drawn during the game. In thisexemplary embodiment, a set of 16 random numbers from 1 to 54 can begenerated, and the items corresponding to the 16 numbers can beretrieved from a relational database and used to populate the 16 tablaspaces with image data, text data and other suitable data. In anotherexemplary embodiment, each space of the tabla can be implemented as anobject, where the random number associated with each tabla space is usedto set a data field associated with the tabla space to displayassociated image and text data. Other suitable processes can alsoalternatively be used. In another exemplary embodiment, each column ofthe tabla can have 13 or 14 predetermined available items, and theentries for the 4 tabla spaces for that column can be randomly selectedby generating a set of 4 random numbers from 1 to 13 or 14. In addition,one or more items can be given a different priority for selection, suchas to make some items harder to obtain. In this exemplary embodiment, afirst item of the set of 14 items can be drawn less frequently than theother 13 items, such that other suitable combinations of random numberscan be selected in accordance with the selection frequency for thatitem. For example, 4 random numbers from a set of 27 numbers can beselected, where the first item is selected for the first number of theset, the second item is selected for the second and third numbers of theset, the third item is selected for the fourth and fifth numbers of theset and so forth. In this exemplary embodiment, the first item will havea selection probability of 1/27, and the remaining items will have aselection probability of 2/27. Likewise, other suitable integer ornon-integer selection probabilities can be assigned to each item, andsuitable selection algorithms can be used to randomly select the itemsfor the table spaces.

In another exemplary embodiment, the items for the tabla spaces can begenerated prior to the pattern selection step, so as to allow the userto see the items that will be available on the game card prior to makingpattern selections. In this exemplary embodiment, the user may choose toselect additional patterns in order to have a chance at winning one ormore items that the user does not presently own, as described herein.The algorithm then proceeds to 214.

At 214, a first card is drawn and displayed. In one exemplaryembodiment, drawing cards from a virtual deck of 54 cards or othersuitable numbers of cards) can be simulated by randomly generating aninteger between 1 and 54, where the generated random integer is used toselect from a table entry containing text, status and image datacorresponding to a deck of 54 cards. For example, the randomly generatedinteger can be used as an index number, and the text and image data inthe corresponding table entry can be extracted and used to generate animage on a user display of the first drawn card. In addition, a statusfield associated with the table entry can be modified to indicate thatthe selected card has been drawn and is no longer available to be drawnagain. Likewise, other suitable processes can also or alternatively beused. The algorithm then proceeds to 216.

At 216, a simulation of a next card being drawn from the deck of cardsis generated. In this exemplary embodiment, a random integer from 1 to53 can be generated, where the generated number is used as an index tothe table data, and where the card or cards that have previously beenselected are not included in the index for the table, such as bydeselecting a field associated with that card or cards and sorting theremaining table entries that have not yet been selected, or in othersuitable manners. The algorithm then proceeds to 218.

At 218, it is determined whether a pattern has been marked. In oneexemplary embodiment, a user can activate a win control if the userbelieves that a pattern has been marked, such as where the game does notgenerate a user notification after a pattern has been marked. Likewise,user notification of a pattern completion or other suitable processescan also or alternatively be used. If it is determined that a patternhas not been marked, the algorithm returns to 216, otherwise, thealgorithm proceeds to 220.

At 220, it is determined whether the marked pattern has been called bythe user. In one exemplary embodiment, the user can activate a wincontrol when the user believes that a valid pattern has been marked, orother suitable processes can also or alternatively be used. If themarked pattern has not been called by the user, a status flag can be setto prevent the user from subsequently calling the pattern, such as aftera second pattern has been marked. In another exemplary embodiment, ifthe user does not activate a win control after completing a firstpattern until a second pattern or additional patterns have beencompleted, then the winning pattern can be randomly selected from theavailable completed patterns, or other suitable processes can also oralternatively be used. The algorithm then proceeds to 228. Otherwise, ifthe win control has been selected or activated and a pattern has beenmarked, the algorithm proceeds to 222 where it is determined whethermultiple patterns have been marked. In one exemplary embodiment, a usercan win multiple times when a single marker placement results in morethan one matched pattern. If it is determined that multiple patternshave not been marked, the algorithm proceeds to 224 where the user isawarded collection items for each of the unowned marked items in thepattern. In one exemplary embodiment, the user can collect items inorder to obtain additional in game awards or to unlock game features.For example, the user can be provided with access to a second virtualroom upon completion of a collection of items for a first virtual room,where the collection items include each of the 54 different items thatare used to mark the tabla, additional bonus collection items or othersuitable collection items. Likewise, other suitable in game awards canbe provided as some or all collection items are awarded, such asadditional experience points, additional power-up awards, additional ingame currency for purchasing gaming cards or other items, or othersuitable in game awards. After the collection items have been awarded,the algorithm proceeds to 228.

If it is determined at 222 that multiple patterns have been formed bythe placement of the last marked space, or if one or more patterns havepreviously been marked but have not been called and that pattern isavailable to be used for selecting items, the algorithm proceeds to 226where collection items are randomly selected to be awarded. In oneexemplary embodiment, four of the items on the spaces that have beenmarked to form the winning patterns can be selected to be awarded ascollection items out of the total available marked spaces. In anotherexemplary embodiment, collection items can be selected from the markedspaces that the user does not presently have in the user's collection.Other suitable processes can also or alternatively be used. Thealgorithm then proceeds to 228.

At 228, it is determined whether the game has ended. In one exemplaryembodiment, a game can end after a predetermined number of patterns havebeen marked in a multiple player game, which can happen at any timeduring the processing of algorithm 200, in which case the algorithmterminates at that point, regardless of which step of the algorithm isbeing processed. In another exemplary embodiment, in a single playergame (such as a mobile version of the game), the game can end when atimer has timed out, after a predetermined number of cards have beenplayed, or in other suitable manners. If it is determined that the gamehas ended at 228, the algorithm proceeds to 230 where a game statusdisplay that shows the cards that have been played during the game canconvert into a collection items display, which shows the user'scollection items that have been obtained. Likewise, in game awards canbe presented to winning players of a multiple player game, graphics canbe generated that identify the winning players, or other suitableprocesses can also or alternatively be performed. If it is determinedthat the game has not ended at 228, the algorithm returns to 216.

In operation, algorithm 200 provides functionality for a multiplayer ormobile loteria game, such as to allow players to compete against otherplayers to score points, win in game awards or for other suitablepurposes.

FIG. 3 is a diagram of a system 300 for controlling a game in accordancewith an exemplary embodiment of the present invention. System 300includes power up system 302, item selection system 304, game controlsystem 306 and item award system 308, each of which can be implementedin hardware or a suitable combination of hardware and software, andwhich can be one more software systems operating on a general purposeprocessing platform.

Power up system 302 provides power up functionality for a game. In oneexemplary embodiment, a power up can be an in game award that allows auser to obtain additional in game awards, such as additional experiencepoints, an experience point multiplier, in game currency (such as to buyadditional game cards for future games or to buy personalization items),a payout multiplier for winning the game, or other suitable in gameawards. In this exemplary embodiment, a user can purchase or be awardeda power up award, which can then subsequently be used during play afterthe power up award is enabled, such as by properly marking apredetermined number of spaces. In addition, suitable graphics (such asa power up meter) can be generated to allow the user to see when thenext opportunity for using a power up will occur, to allow the user tosee that a power up can be activated, or for other suitable purposes. Inthis exemplary embodiment, the power up meter can be implemented as anobject having graphical, data and control parameters that are used toactivate the power up meter and to modify the appearance of the power upmeter, such as by increasing a fill of a meter bar as additional tablaspaces are marked, by increasing a meter reading as additional tablaspaces are marked, or in other suitable manners. For use in aloteria-type game, power up awards can be implemented to awardadditional collection items, to convert a space having a collection itemto a “free” space (i.e. a space that is counted as marked withoutrequiring a collection to have been called), to convert an item on aspace from an existing uncalled item to a called item, or in othersuitable manners.

Item selection system 304 selects items for tabla and during game play.In one exemplary embodiment, each player's tabla is populated with itemsthat correspond to items in the deck of game cards, such that the tablacan be marked during play as each card is drawn if the tabla has theimage shown on the drawn card in one of the corresponding spaces of thetabla. Item selection system 304 can select items for each space on theplayer's tabla in a manner so as to simulate “hard to get” items. Bydetermining the actual percentage of when an image will be used during ageneration of a tabla, the speed at which users are able to complete acollection (i.e. as measured by the number of games that must be playedon average before a user can complete a collection) can be controlled.In one exemplary embodiment, each column can have one item that is drawnat a lower percentage than other items, in order to create an additionallevel of difficulty. For example, column 1 of a player's tabla cancontain 14 items to choose from, and one of the items (such as itemnumber 2 of a standard loteria deck, “El Diablito,”) can be designatedas a ‘hard to get’ item. In this exemplary embodiment, 13 of the 14items can be assigned a 7.5% chance of being drawn and one (El Diablito)can be assigned a 2.5% chance of being drawn. Likewise, column 2 cancontain 13 items to choose from, where item number 26 of a standardloteria deck (“El Gato”) can be been designated as a ‘hard to get’ item,where 12 of the 13 items will have a 7.9% chance of being drawn and one(El Gato) will have a 5.2% chance of being drawn. Column 3 can contain13 items to choose from, where item number 35 of a standard loteria deck(“La Estrella”) can be designated as a ‘hard to get’ item, such that 12of the 13 items can have a 7.9% chance of being drawn and one (LaEstrella) can have a 5.2% chance of being drawn. Finally, column 4 cancontain 14 items to choose from, item 46 of a standard loteria deck (“ElSol”) can be designated as a ‘hard to get’ item; such that 13 of the 14items can have a 7.5% chance of being drawn and one (El Sol) can have a2.5% chance of being drawn. All of these values/odds are exemplary, andother suitable deck items, values or other items can also oralternatively be used.

Game control system 306 controls a sequence of play for one or moreplayers of a loteria game. In one exemplary embodiment, game controlsystem 306 can provide a multi-player gaming environment, where aplurality of players can each purchase one or more patterns for theirown virtual game card, and can then mark spaces on the game card aftercards are drawn from a virtual deck in order to try and complete one ormore patterns. In this exemplary embodiment, the first players tocomplete a pattern can be awarded in game awards, up to a predeterminednumber of patterns, after which play for that round of the game isterminated and the players can be provided with another opportunity topurchase one or more patterns for their game cards for another round ofthe game. In another exemplary embodiment, game control system 306 canbe used to control a mobile loteria game, where individual playerscompete against a countdown timer or other suitable metrics to try andachieve a high score.

Item award system 308 generates one or more collection items for playersas a function of gaming parameters. In one exemplary embodiment, itemaward system 308 can determine the items corresponding to spaces thathave been marked on a virtual loteria game card, and can simulate anaward of those items to the player, such as after a player has marked afourth space in a pattern and has activated a win control. In thisexemplary embodiment, players can acquire collection items that matchthe game cards that are used in a loteria game, and can obtain in gameawards and advantages as the number of collection items increases oronce the collection items have been completed.

In operation, system 300 can be used to generate a virtual gamingenvironment for a loteria game and to control a sequence of play for aplurality of players, so as to provide a multiple player virtual gamingenvironment for a loteria game. System 300 allows players to competeagainst each other to win loteria games by completing patterns, toacquire collection items and to perform other suitable functionality.

FIG. 4 is a diagram of an algorithm 400 for controlling a game inaccordance with an exemplary embodiment of the present invention.Algorithm 400 can be implemented in hardware or a suitable combinationof hardware and software, and can be one or more software systemsoperating on a general purpose processing platform.

Algorithm 400 begins at 402, where a player enters a virtual lobby. Inone exemplary embodiment, the player can select a control from a firstgraphic user interface to activate the virtual lobby, such as generate asecond graphic user interface that simulates a lobby of a gaming area,from which the user can select one or more rooms in which to play aloteria game or other suitable games, or to perform other suitablefunctions, such as accessing a user account graphic user interface,accessing an online store graphic user interface, accessing apersonalization graphic user interface or accessing other suitablefunctionality. In this exemplary embodiment, each different graphic userinterface can provide additional user-selectable functionality. If theuser selects a control to play the loteria game, the algorithm proceedsto 404.

At 404, the user is provided with one or more user controls to allow theuser to choose one or more patterns to purchase on a loteria gamingcard. In one exemplary embodiment, the user can receive a first patternor set of patterns for a basic fee, and can purchase additional patternsfor extra fees to increase the user's odds of winning the loteria gameby matching items on the user's gaming card to complete one of thepatterns. After it is determined that the user has completed purchasingpatterns, the algorithm proceeds to 406.

At 406, the user participates in the loteria game, such as by markingspaces on the user's virtual game card that match cards drawn from avirtual deck having images that match the items in the spaces of theuser's virtual game card. If the user selects a control to leave theloteria game prior to completion of the game, the algorithm proceeds to408, where a graphic user interface is generated advising the user thatleaving the game will result in a loss of any in game credits that theuser has spent to purchase patterns and initiate game play. If the userelects to continue, the algorithm returns to 402, otherwise, thealgorithm returns to 406 and the user continues play.

At 410, it is determined whether the user has won, such as by matchingone or more patterns on the users virtual game card. If it is determinedthat the user has not won and the game has completed, the algorithmreturns to 404, otherwise, the algorithm proceeds to 412, where it isdetermined whether the user has matched multiple patterns, such as bymarking a single space on the user's virtual game card. If multiplepatterns have not been marked, the algorithm proceeds to 414, where theitems that formed the matching pattern are awarded to the user ascollection items if the user has not already obtained those items. Inone exemplary embodiment, the user account can include one or more datatable entries that store data defining the user's characteristics, suchas a total of earned experience points, a total of in game credits, anidentification of rooms that the user has obtained access to and othersuitable user characteristic data. In this exemplary embodiment, datadefining the collection items that the user has acquired for each of aplurality of rooms can be stored, and the algorithm can compare theitems that were marked on the user's virtual game card to complete apattern with the items that have previously been acquired by the user.For each item that has not previously been acquired, a status flag inthe data table can be updated to reflect that the user has acquired theitem, on-screen graphic displays can be generated to simulate thecollection items being transferred to the user, and other suitableprocesses can also be implemented.

Likewise, if it is determined that the user has won multiple time bymatching two or more patterns, the algorithm proceeds to 416, where fourcollection items are randomly selected from the five or more items thatwere used to complete the two or more patterns. The algorithm proceedsfrom 414 or 416 to 418, where it is determined whether the user hasacquired all collection items and completed the collection, such as fora virtual room in the gaming environment. If it determined that thecollection item set has been completed, the algorithm proceeds to 420where additional in game awards are provided, such as an experiencepoint multiplier, additional free games that can be used each day, orother suitable in game awards. The algorithm then returns to 404.

In operation, algorithm 400 is used control game play in a multiplayeronline loteria virtual gaming environment, such as to allow users topurchase patterns for a virtual loteria game card, to allow users tomark items on their virtual game cards in order to complete patterns,and to award users for being the first to complete a pattern orpatterns.

As used herein, various physical objects, such as decks of cards,collection items, rooms and other physical objects, are implemented in avirtual environment. In one exemplary embodiment, the virtualenvironment can be a computer-generated environment where physicalobjects are modeled using computer-implemented modeling techniques, andwhere the data that is used to model the physical objects is persistentand has predetermined attributes so as to simulate the associatedphysical objects. In this exemplary embodiment, each virtual object canbe implemented as one or more computer programming objects that eachhave data, state and one or more associated methods for processing oraccessing the data or changing the state of the object.

It should be emphasized that the above-described embodiments are merelyexamples of possible implementations. Many variations and modificationsmay be made to the above-described embodiments without departing fromthe principles of the present disclosure. All such modifications andvariations are intended to be included herein within the scope of thisdisclosure and protected by the following claims.

1. A method for controlling a game comprising: randomly selecting afirst set of four items from a second set of fourteen items using aprocessor; randomly selecting a third set of four items from a fourthset of thirteen items using a processor; randomly selecting a fifth setof four items from a sixth set of thirteen items using a processor;randomly selecting a seventh set of four items from an eighth set offourteen items using a processor; and generating a game card displayingthe first set of four items, the third set of four items, the fifth setof four items and the seventh set of four items on a user display. 2.The method of claim 1 further comprising: randomly selecting one itemfrom a ninth set of 54 items; generating a user display that includesthe one item; and receiving a user entry to mark a virtual card space.3. The method of claim 2 further comprising: comparing an itemassociated with the virtual card space to the one item; and marking thevirtual card space if the item associated with the virtual card spacematches the one item.
 4. The method of claim 1 further comprisingreceiving a selection from a user to forfeit the game card aftergenerating the game card and before beginning game play.
 5. The methodof claim 1 further comprising: receiving a user entry to indicate amarked pattern; determining whether the user has previously purchasedthe marked pattern; and locking out the game if the user has notpreviously purchased the marked pattern.
 6. The method of claim 1further comprising: receiving a user selection to randomly select oneitem from a ninth set of 54 items; generating a user display thatincludes the one item; and receiving a user entry to mark a virtual cardspace.
 7. The method of claim 1 further comprising repeating the stepsof claim 1 for each of a plurality of users.
 8. The method of claim 1wherein generating the game card displaying the first set of four items,the third set of four items, the fifth set of four items and the seventhset of four items on a user display comprises generating a plurality ofgame cards for a plurality of users, each game card displaying the firstset of four items, the third set of four items, the fifth set of fouritems and the seventh set of four items on an associated user display.9. The method of claim 1 further comprising: receiving a user entry toindicate a marked pattern; determining whether the user has previouslypurchased two or more marked patterns; and randomly selecting one of themarked patterns if it is determined that the user has purchased the twoor more marked patterns.
 10. The method of claim 1 further comprising:receiving a user selection to activate a power-up control; and applyingthe power-up control to one or more unmarked spaces of the game card.11. The method of claim 1 further comprising: receiving a user selectionto activate a power-up control; applying the power-up control to anunmarked space of the game card; receiving a user entry to mark theunmarked space; and awarding an in-game award to the user.
 12. Themethod of claim 1 further comprising: receiving a selection of a patternpurchased control from a user; and generating a progressive displayshowing a plurality of card patterns for purchase.
 13. The method ofclaim 1 further comprising: receiving a selection of a pattern purchasedcontrol from a user; and generating a progressive display showing astraight line card pattern and a diagonal line card pattern forpurchase.
 14. The method of claim 1 further comprising: receiving aselection of a pattern purchased control from a user; and generating aprogressive display showing a horizontal line card pattern, a verticalline card pattern and a diagonal line card pattern for purchase.
 15. Themethod of claim 1 further comprising: receiving a selection of a patternpurchased control from a user; and generating a progressive displayshowing a plurality of horizontal line card patterns, a plurality ofvertical line card patterns and a plurality of diagonal line cardpatterns for purchase.
 16. The method of claim 1 further comprising:receiving a selection of a pattern purchased control from a user; andgenerating a progressive display showing a plurality of horizontal linecard patterns, a plurality of vertical line card patterns, a pluralityof diagonal line card patterns, a four corners card pattern and a blackout card pattern for purchase.
 17. The method of claim 1 furthercomprising: receiving a user selection to randomly select one item froma ninth set of 54 items; generating a user display that includes the oneitem; receiving a user entry to mark a virtual card space; determiningwhether an item on the virtual card space matches the one item; anddeducting time from a countdown clock if the item on the virtual cardspace does not match the one item.
 18. The method of claim 1 furthercomprising: receiving a first user selection to randomly select a firstitem from a ninth set of 54 items; generating a user display thatincludes the first item; deducting the first item from the ninth set of54 items to reduce the ninth set to 53 items; receiving a second userselection to randomly select a second item from the ninth set of 53items; determining whether the first item matches an unmarked virtualcard space; and deducting time from a countdown clock if the first itemmatches the unmarked virtual card space.
 19. The method of claim 1wherein generating the game card displaying the first set of four items,the third set of four items, the fifth set of four items and the seventhset of four items on a user display comprises setting one or moreattributes of one or more objects for each of sixteen virtual cardspaces.
 20. The method of claim 1 further comprising receiving a userselection of one or more user-selectable controls of one or more objectsassociated with one of sixteen virtual card spaces to change a displaystate of the associated virtual card space.